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140 lines
3.5 KiB
140 lines
3.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#ifndef FGRUNT_H |
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#define FGRUNT_H |
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//========================================================= |
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// CFGrunt |
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//========================================================= |
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class CFGrunt : public CTalkMonster |
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{ |
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public: |
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#if 1 |
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virtual void KeyValue(KeyValueData *pkvd); |
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#endif |
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void Spawn(void); |
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void Precache(void); |
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void SetYawSpeed(void); |
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int ISoundMask(void); |
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void AlertSound(void); |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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void PrescheduleThink( void ); |
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void RunTask(Task_t *pTask); |
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void StartTask(Task_t *pTask); |
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virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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BOOL FCanCheckAttacks(void); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack2(float flDot, float flDist); |
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void DeclineFollowing(void); |
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// AI functions |
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void SetActivity(Activity newActivity); |
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// Override these to set behavior |
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Schedule_t *GetScheduleOfType(int Type); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetSquadSchedule(void); |
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MONSTERSTATE GetIdealState(void); |
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void DeathSound(void); |
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void PainSound(void); |
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virtual void TalkInit(void); |
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void Killed(entvars_t *pevAttacker, int iGib); |
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#if 1 |
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virtual BOOL IsMedic(void) const { return FALSE; } |
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virtual CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL); |
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void Fire( |
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const Vector& vecShootOrigin, |
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const Vector& vecShoorDir, |
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const Vector& vecSpread, |
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int model, |
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int effects = EF_MUZZLEFLASH, |
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int bulletType = BULLET_MONSTER_MP5, |
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int soundType = TE_BOUNCE_SHELL); |
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Vector GetGunPosition(void); |
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void Shoot(void); |
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void Shotgun(void); |
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void Saw(void); |
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virtual void GibMonster(void); |
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void SpeakSentence(void); |
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int IRelationship(CBaseEntity *pTarget); |
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virtual BOOL FOkToSpeak(void); |
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void JustSpoke(void); |
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CBaseEntity *Kick(void); |
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#endif |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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float m_painTime; |
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float m_checkAttackTime; |
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BOOL m_lastAttackCheck; |
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// UNDONE: What is this for? It isn't used? |
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float m_flPlayerDamage;// how much pain has the player inflicted on me? |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSawShell; |
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int m_iSentence; |
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static const char *pGruntSentences[]; |
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CUSTOM_SCHEDULES; |
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int head; |
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int torso; |
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}; |
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#endif // FGRUNT_H
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